/Engine/Source/Runtime/NavigationSystem/Public/NavMesh/RecastNavMesh.h
class ARecastNavMesh : public [ANavigationData](API\Runtime\NavigationSystem\ANavigationData)
float
AgentHeight
Size of the tallest agent that will path with this navmesh.
float
AgentMaxSlope
The maximum slope (angle) that the agent can move on.
float
AgentRadius
Radius of smallest agent to traverse this navmesh
uint32:  1
bAllowNavLinkAsPathEnd
If set, paths can end at navlink poly (not the ground one!)
uint32:  1
bAllowWorldPartitionedNavMesh
World partitioned navmesh are only allowed in partitioned worlds.
uint32: 1
bDistinctlyDrawTilesBeingBuilt
If true, show currently rebuilding tiles differently when visualizing
uint32:  1
bDoFullyAsyncNavDataGathering
If set, navmesh data gathering will never happen on the game thread and will only be done on background threads
uint32: 1
bDrawClusters
Draw navmesh's clusters and cluster links. (Requires WITH_NAVMESH_CLUSTER_LINKS=1)
uint32: 1
bDrawDefaultPolygonCost
Draw a label for every poly that indicates its default and fixed costs
uint32: 1
bDrawFailedNavLinks
uint32: 1
bDrawFilledPolys
If disabled skips filling drawn navmesh polygons
uint32: 1
bDrawLabelsOnPathNodes
uint32:  1
bDrawMarkedForbiddenPolys
uint32: 1
bDrawNavLinks
uint32: 1
bDrawNavMeshEdges
Draw border-edges
uint32:  1
bDrawOctree
Draw octree used to store navigation relevant actors
uint32:  1
bDrawOctreeDetails
Draw octree used to store navigation relevant actors with the elements bounds
uint32: 1
bDrawPathCollidingGeometry
Draw input geometry passed to the navmesh generator.
uint32: 1
bDrawPolyEdges
Draw edges of every poly (i.e. not only border-edges)
uint32: 1
bDrawPolygonFlags
Draw a label for every poly that indicates its poly and area flags
uint32: 1
bDrawPolygonLabels
Draw a label for every poly that indicates its poly and tile indices
uint32: 1
bDrawTileBounds
Draw the tile boundaries
uint32: 1
bDrawTileBuildTimes
uint32: 1
bDrawTileBuildTimesHeatMap
uint32: 1
bDrawTileLabels
uint32: 1
bDrawTileResolutions
Draw the tile resolutions
uint32: 1
bDrawTriangleEdges
Draw edges of every navmesh's triangle
uint32:  1
bFilterLowSpanFromTileCache
If set, only low height spans with corresponding area modifier will be stored in tile cache (reduces memory, can't modify without full tile rebuild)
uint32:  1
bFilterLowSpanSequences
If set, only single low height span will be allowed under valid one
uint32: 1
bFixedTilePoolSize
NavMesh generation parameters.
uint32:  1
bIsWorldPartitioned
In a world partitioned map, is this navmesh using world partitioning
uint32:  1
bMarkLowHeightAreas
Mark areas with insufficient free height above instead of cutting them out (accessible only for area modifiers using replace mode)
uint32: 1
bPerformVoxelFiltering
Controls whether voxel filtering will be applied (via FRecastTileGenerator::ApplyVoxelFilter).
uint32: 1
bSortNavigationAreasByCost
Controls whether Navigation Areas will be sorted by cost before application to navmesh during navmesh generation.
uint32:  1
bStoreEmptyTileLayers
If set, tiles generated without any navmesh data will be marked to distinguish them from not generated / streamed out ones.
uint32:  1
bUseBetterOffsetsFromCorners
TODO: switch to disable new code from OffsetFromCorners if necessary - remove it later
uint32:  1
bUseExtraTopCellWhenMarkingAreas
Expand the top of the area nav modifier's bounds by one cell height when applying to the navmesh.
uint32:  1
bUseVirtualFilters
Indicates whether default navigation filters will use virtual functions. Defaults to true.
uint32:  1
bUseVirtualGeometryFilteringAndDirtying
Indicates whether use the virtual methods to check if an object should generate geometry or if we should call the normal method directly (i.e.FNavigationOctreeElement::ShouldUseGeometry).
float
DefaultDrawDistance
Navmesh draw distance in game (always visible in editor)
float
DefaultMaxHierarchicalSearchNodes
Specifes default limit to A* nodes used when performing hierarchical navigation queries.
float
DefaultMaxSearchNodes
Specifes default limit to A* nodes used when performing navigation queries.
float
DrawOffset
Vertical offset added to navmesh's debug representation for better readability
float
HeuristicScale
Recast runtime params.
uint32
InvokerTilePriorityBumpDistanceThresholdInTileUnits
If >= 1, when sorting pending tiles by priority, tiles near invokers (within the distance threshold) will have their priority increased.
uint8
InvokerTilePriorityBumpIncrease
Priority increase steps for tiles that are withing near distance.
int32
LayerChunkSplits
Number of chunk splits (along single axis) used for layer's partitioning: ChunkyMonotone
TEnumAsByte<ER...
LayerPartitioning
Partitioning method for creating tile layers
float
MaxSimplificationError
How much navigable shapes can get simplified - the higher the value the more freedom
int32
MaxSimultaneousTileGenerationJobsCount
Sets the limit for number of asynchronous tile generators running at one time, also used for some synchronous tasks
float
MergeRegionSize
The size limit of regions to be merged with bigger regions (watershed partitioning only)
float
MinRegionArea
The minimum dimension of area. Areas smaller than this will be discarded
FVector
NavMeshOriginOffset
Use this if you don't want your tiles to start at (0,0,0)
FNavMeshResolut...
NavMeshResolutionParams
Resolution params If using multiple resolutions, it's recommended to chose the highest resolution first and set it according to the highest desired precision and then the other resolutions.
FOnNavMeshUpdat...
OnNavMeshUpdate
Broadcast for navmesh updates
int32
PolyRefNavPolyBits
int32
PolyRefSaltBits
int32
PolyRefTileBits
int32
RegionChunkSplits
Number of chunk splits (along single axis) used for region's partitioning: ChunkyMonotone
TEnumAsByte<ER...
RegionPartitioning
Partitioning method for creating navmesh polys
FRecastNavMeshT...
TileGenerationDebug
int32
TileNumberHardLimit
Absolute hard limit to number of navmesh tiles.
int32
TilePoolSize
Maximum number of tiles NavMesh can hold
float
TileSizeUU
Size of single tile, expressed in uu
int32
TimeSliceFilterLedgeSpansMaxYProcess
The maximum number of y coords to process when time slicing filter ledge spans during navmesh regeneration.
double
TimeSliceLongDurationDebug
If a single time sliced section of navmesh regen code exceeds this duration then it will trigger debug logging
float
VerticalDeviationFromGroundCompensation
Value added to each search height to compensate for error between navmesh polys and walkable geometry